
Talia Rensong |

Talia runs along with Charmaine and Wocket, timing her own faked jump over the side in line with the others.
Climb or Acrobatics: 1d20 ⇒ 18 So 18 for Climb, or 18+7=25 for Acrobatics, as necessary
Stealth if necessary: 1d20 + 9 ⇒ (5) + 9 = 14

GM Taliesin |

The light at the end of the bridge picks up, starting to stretch out towards the group, but then drops to the water as the dancing lights drop to the water below. The light begins to move, rushing out of the gatehouse, and you hear the sound of metal grating against metal. The light comes closer, you can hear a snuffling sound along side the light. As it get's closer you can see that a dog is there with one man. It looks up suddenly and begins to bark and pull at the chain.
Heverly: 1d20 - 1 ⇒ (13) - 1 = 12
Silarsha: 1d20 + 2 ⇒ (16) + 2 = 18
Talia: 1d20 + 3 ⇒ (6) + 3 = 9
Wocket: 1d20 + 4 ⇒ (19) + 4 = 23
Dog: 1d20 + 2 ⇒ (11) + 2 = 13
Grumblejack: 1d20 - 1 ⇒ (17) - 1 = 16
Guard: 1d20 - 1 ⇒ (20) - 1 = 19
Surprise Round: Wocket-> Guard-> Charmaine-> Silarsha-> Grumblejack-> Dog-> Heverly-> Talia

Silarsha Torvsdottir |

Seeing that Wocket's plan had worked to draw out the guard, Silarsha takes advantage of his distraction to close the distance and attack with her newly acquired Longsword.
Mwk. Longsword (2 Hand – Power Attack): 1d20 + 6 ⇒ (14) + 6 = 20
(+1 BAB, +4 STR, +1 Mwk, +2 for charge, -1 power attack, -1 fatigued STR penalty)
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
*Includes fatigued penalties* +3 STR x 1 1/2 = 4, Power Attack +2 x 1 1/2 =3
Standard Action: Charge. Includes 25 feet of Movement.
Current Status: HP 11/12, Temp HP 0/2, Bloodrage 6/13 Rounds Remaining
Current Buffs: None
Conditions: Fatigued 5 rounds remaining.

Wocket Daergle |

From her perch on the side of the bridge, Wocket uses one hand to cast the spell she's most familiar with. The ray of lightning springs from her fingers and lights up the bridge in a staccato of flashes as it closes on the too-keen dog.
Electricity Ray (RT): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 5

Charmaine Trill |

As the duo approaches, Charmaine whips out her new dagger and holds fast until the hostilities develop any further. No use diving in first to be swallowed by their opening volley!
________
Surprise round action: Draw dagger.

Grumblejack the Runt |

Silarsha comes in and strikes a solid blow against the guard that makes him stumble. At the same time, Wocket launches her electricity at the dog, but it goes wild, leaving a smoking crater on the side of the bridge.
Grumblejack moves into the light and charges at the guard. He swings his fist hard, into the guard and through, knocking the man immediately to the ground, where he does not get up. "Let doggie go," Grumblejack says as he lays the guard out.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
The dog lunges forward, no freed from the restraint the guard had held on him and lunges at Grumblejack, but the small dog seems to not be able to break Grumblejack's tough skin. Grumblejack looks down, a strange look of kindness on his face toward the dog. "Go now doggie."
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Wocket-> Guard-> Charmaine-> Silarsha-> Grumblejack-> Dog-> Heverly-> Talia
Heverly and Talia, take surprise round actions, everyone else, round 1.

Heverly |

Heverly steps up next to the dog, shaking her head at the image of the large Grumblejack, looking so tenderly at the dog trying to bite his leg. She burst out with a short laugh at the site of it, combined with the relief of having the guard down already. Just a dog left between here and freedom.

Wocket Daergle |

Relieved that the guard was dispatched quickly, Wocket scrambles back onto the bridge.
The dog was a problem, but not a serious one. If the others couldn't take care of it, she had an idea of how she could at least buy them some time without upsetting Grumblejack. Making a circle with her thumb and forefinger, the gnome prepares to call the dog away.
Move action to climb up, readying a standard action for if and when the dog survives the other PC's actions, then casting Ghost Sound on the square indicated on the map. DC 14 Will save to disbelieve.

Silarsha Torvsdottir |

As the guard falls, Silarsha pivots to face the dog accompanying him, then steps in to close the distance.
Seeing Grumblejack seems to be focused on the dog, she asks "You have the dog Grumblejack?"
Then waits for his response before acting
5 foot step to close the gap with the dog. Then delay my actions this round. Also, any sign of more guards coming behind the last one?
Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Talia Rensong |

Talia pulls herself up just slightly, getting a better grip on the side of the bridge as she does so. Having heard the guard swiftly being taken down, and believing that Grumblejack would handle the dog (though obviously not in the way she expects), she turns her attention to the gatehouse, to see if she can see or hear anything else coming from that direction.
Stealth if necessary: 1d20 + 9 ⇒ (15) + 9 = 24
Perception, darkvis if necessary: 1d20 + 6 ⇒ (5) + 6 = 11

Charmaine Trill |

"Keep it up Grumblejack!" Charmaine calls out as she skips past the combat on the bridge with a smile on her face. Free at last!
________
Double moved down the bridge. I assumed getting over the railing to the next square was 10ft ("difficult terrain").

GM Taliesin |

Grumblejack reaches down and grabs the dog around the waist, picking him up. The dog attempts to bite Grumblejack as he does, but just ends up hanging onto the ogres other hand. "Good doggie," Grumblejack rumbles, then he starts running off towards the gate, dog in arms. The dog tries to struggle free as he does, but cannot seem to escape.
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Grapple: 1d20 + 9 ⇒ (18) + 9 = 27
Escape Grapple: 1d20 ⇒ 17
As the group approaches the gate, the dog gnawing at Grumblejack's arms, you see a small gatehouse, an open bottle of alcohol inside. The portcullis lies open, and the road leads out to freedom. Now to find the manor house on the old Moore road with a single lantern in the upper window.
Survival or Kn. Geography checks please. Edit: Also, I know some of you have darkvision, what are those without doing for light?

Silarsha Torvsdottir |

As Grumblejack secures the dog, Silarsha breathes a sigh of relief.
Whatever reason he's sweet on the dog for, I'm glad he handled that. An angry ogre, and angry guards is more than I want to deal with
With the dog well in hand (or paw), she takes a moment to check the guard for easy to grab equipment, cash or jewelry.
Perception if needed: 1d20 + 3 ⇒ (19) + 3 = 22
After grabbing the gear, she heads off down the bridge, through the gatehouse and out onto the road beyond.
Suvival: 1d20 - 1 ⇒ (4) - 1 = 3
Looking around to get her bearings, she grunts in frustration and turns to the others
"Uhhh. I'm all turned around in this blasted country. Which way do we go?"
GM: Assuming same standard equipment on guards, she'll take the sword, shield, bow, and quiver of arrows. Also any money or jewelry. She'll look under the armor for stuff but won't remove the armor unless absolutely neccessary.

Heverly |

Heverly breathes a sigh of relief as Grumblejack grabs the dog, then smiles at the strange pairing, shaking her head. Finally past the gate and out into the open, Heverly gives a muted whoop, looking back up at the prison above them, "We did it," she breathed, "we actually did it."
She takes only a moment to exult in the feeling before gritting her teeth, Don't lose focus now. They can still take us back if we don't get far away from here.
Heverly looks around, trying to find her bearings, "Tiadora said the Old Moore road. There's a manor there that we need to find. One lantern in the upper window." She looks around trying to find her way. "This way," she calls, leading the others to their new lives.
Untrained Survival: 1d20 ⇒ 18

Talia Rensong |

As Grumblejack seems to have the guard dog well in hand*, Talia pulls herself up over the railing and strides over to the guard. She asks Silarsha, already stripping the body of its weapons and valuables, for help in quickly removing the chain shirt. Once removed, Talia thanks the larger woman and places it, rolled up, into the sack.
As she stands, she feels a flash of panic. Where am I going to go? I can't go home. I don't know this part of the country all that well, and anyone who sees this brand will turn me in - if they don't kill me outright and collect the safer half of the bounty instead. Brigandry? That's a possibility, I guess.
Almost as if the aasimar was trying to interject into Talia's thoughts, Heverly pipes up with the instructions passed on by her mysterious benefactor. It can't hurt to check in with the person - people? - who helped us escape. That seems to be the best option right now.
"By all means, lead the way! By the way, nice work with that lantern and the guard tower..."
She immediately starts laughing while reminiscing over the highlights of the night's exploits.
*pun very much intended

Charmaine Trill |

"I think I've seen that road on a map somewhere... I think this might be the right way!" Charmaine points out to Heverly as she gives her instructions. Well that was quick! Might stick with this crew... Need a new one anyways and as long as there is a little gold and maybe even a chance for revenge on that shit Lord of mine, I'll be doing juuuust fine. Silently, Charmaine smiles rather evily as she is led through the night by the others, thoughts of revenge and ill-gotten gains warming her heart.
________
Survival (Untrained, Aid vs Heverly): 1d20 - 1 ⇒ (19) - 1 = 18
I have low-light vision. If we have a light source, that'd be great. Otherwise, Charmaine will reluctantly board the Grumbletrain.

Silarsha Torvsdottir |

"Oh! I was just going to leave it, but sure thing Talia.
Silarsha then assists with stripping the armor off the guard.
Once outside, she falls in behind Heverly, letting her lead the way.
Shortly after, when Talia compliments the Aasimar, then bursts into laughter Silarsha briefly glances back at the woman with a hint of a grimace forming on her face.
Does she think we're safe? They still have dogs. More guards. Maybe horses. We're safer than we were in the cell, but until we're far away from here, and well hidden we can't think of relaxing.
"Let's keep moving. It's only a matter of time before they come after us. Distance is our best chance. . ."
Once we are safe though. . . then what do I do? I can't just leave for home. I swore on my father that I'd pay them back for the dishonor and cowardice they showed us. For murdering him, and the rest of them.
But I can't do that alone. I can't fight an army alone.
She sighs audibly.
The only reason I'm not dangling from a rope is these women. That's got to mean something right? Follow along, see where this leads, then decide. Patience girl. Like father said; sometimes it's best to slow down and look before running in sword first.

GM Taliesin |

We'll move ahead now. There is the lantern in the bag that you could use.
The group travel's on into the night, one last look at the prison that was to be your death, spurs you on to greater haste. After some time, between Charmaine and Heverly guiding the way, you find yourself on Old Moore Road. The air hangs heavy with moisture and the smell of rot and life all around you. While the road is dry, small pools dot the landscape, and where there's not a pool, there appears to be a layer of thick mud. You listen for the sound of pursuit behind you, but so far all that can be heard is the sounds of night ahead. A orchestra of cricket's playing along to the serenade of the toads and bull frogs. The darkness reaches out towards you and invites you in. Which is good. The darkness is where you each belong.
Behind you all, Grumblejack shifts uneasily, the dog has stopped resisting in his arms, and seems to have even fallen asleep. "Where we going?" Grumblejack asks, uncertainty tinging his voice.

Silarsha Torvsdottir |

Silarsha scans the area as they travel alert for signs of pursuit; silently grateful for the light of the lantern she's holding, and that someone had the presence of mind to bring it with them.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Normal vision only
Resassured by hearing only the normal sounds of nature, she replies to Grumblejack:
"We're headed to place where the person who gave us our means to escape told Heverly to go."
She pauses, then continues
"Not sure what we'll find there. but it's better than just wandering around in the marshes until they catch us."

Heverly |

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Heverly looks around, then starts, and pulls back for just a moment, then continues on as if nothing had happened. "Look there, there's something watching us from the pools," she says in a low voice, nodding towards where they lay. Then she continues in her normal voice, "We have a meeting there. And I hope some further help as well, because I don't know if we can evade those guards forever." Her voice is slightly tight, but she continues on, trying to pretend nothing is wrong.
Bluff: 1d20 + 10 ⇒ (5) + 10 = 15

Wocket Daergle |

Perception: 1d20 + 2 ⇒ (19) + 2 = 21
"It better not be an escape route. I'm not letting them run me out of my home. If anything we should strike while the iron his hot. They aren't going to have fewer guards tomorrow." Wocket follows along at a steady jog. She doesn't see what Heverly sees, or she just might light them up, but she does play along with the business as usual act.
Bluff Aid?: 1d20 + 9 ⇒ (9) + 9 = 18

Charmaine Trill |

From the pools? As nonchalantly as she can, Charmaine glances over the pool. ...Reeds and water? I don't get it. "What did you see? Should we just go around or is this something we need to head straight for?" she asks, not sure what to make of the situation.
Regardless, she does well to position Grumblejack between herself and the pool. Whatever is over there can deal with that thing first.
________
Local, DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Perception, DC 23: 1d20 - 1 ⇒ (14) - 1 = 13
[smaller]What is Wocket talking about?

Wocket Daergle |
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She's not going into witness protection, or getting shipped off to live a quiet life. She wants to get on to some usurpation, or at least a little government destabilizing.

Heverly |

I guess I could try the Knowledge Check Untrained: 1d20 + 3 ⇒ (4) + 3 = 7
Nope, no good.
Heverly shakes her head almost imperceptibly, "I don't know what it is yet," she whispers, "only that it's very big. For now just keep an eye out." Then resuming her normal voice again, "I doubt they would go through the trouble of helping us, just to hide us. I'm sure they've got something for us to do." I just wish I didn't sound like I was trying to convince myself too.

Talia Rensong |

Knowledge (local) untrained: 1d20 ⇒ 4
Perception, darkvis 60': 1d20 + 6 ⇒ (11) + 6 = 17
Trudging in the swampy darkness, Talia thanked whatever fiendish predecessor that had blessed her with his night eyes - even more so when Heverly whispers a warning of something watching their group from the fetid pools nearby. Yet even so, after several surreptitious glances as they continued on, she still couldn't see it, whatever it was.
She did, however, take note of the dog's silence under Grumblejack's arms and spared it a glance as well.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Silarsha Torvsdottir |

Alerted by Heverly to the possible threat, Silarsha puts her hand onto the sword belt, ostensibly to steady it as they moved quickly through the area, but also to have the blade close at hand if needed.
She glances in the direction Heverly indicated but, sees nothing through the darkness.
"Anyone else want to hold the lantern for a bit? My arm's getting tired."

Wocket Daergle |

Wocket offers to take up the lantern. "After taking out Blackerly and running around in all that chainmail? I'll bet. I suppose the revolution can wait for a hot meal." The gnome makes sure to put Silarsha between herself and the danger puddle.

Silarsha Torvsdottir |

Silarsha hands over the lantern.
"Thanks Wocket. The shirt isn't so bad. I could sleep in this if I needed to. Blackerly's set is heavier, but it also covers more. I'll probably swap them when we get a chance to stop moving long enough."

GM Taliesin |

As the group talks and walks, just ahead where Heverly had pointed, a very large toad--nearly as big as Grumblejack--jumps out of the water
Heverly: 1d20 - 1 ⇒ (15) - 1 = 14
Silarsha: 1d20 + 2 ⇒ (7) + 2 = 9
Talia: 1d20 + 3 ⇒ (8) + 3 = 11
Wocket: 1d20 + 4 ⇒ (2) + 4 = 6
Grumblejack: 1d20 - 1 ⇒ (4) - 1 = 3
Lashtongue: 1d20 + 1 ⇒ (1) + 1 = 2
Charmain-> Heverly-> Talia-> Silarsha-> Wocket-> Grumblejack-> Lashtongue
You guys all go ahead and take your round one actions.

Heverly |

Heverly is not surprised to watch this creature come out in front of them and immediately begins to act. She steps forward, pressing her hand against it, as a small burst of flame jumps from her to the toad.
Touch of Flame vs Touch: 1d20 + 3 ⇒ (9) + 3 = 12
Damage (Fire): 1d6 ⇒ 1

GM Taliesin |

As Heverly reaches out to touch the creature, it's slow movement allows her to do so, but she suddenly feels filthy, as if there were something coating it's skin.
Make a DC 14 Fort Save or take 1d2 ⇒ 1 Wisdom Damage. BTW I had just finished adding a map, so I don't know if you saw it before you posted, but there is one. I moved you since you hadn't, feel free to adjust it.

Charmaine Trill |

Who let's toads get that BIG?! Charmaine gives the beast a wide berth and hopes her companions pile onto it before she gets to stabbing it. "Get it Grumblejack, get it!" she calls out.
________
Double move.

Silarsha Torvsdottir |

When the frog jumps out in the group's path, Silarsha lets out a small shriek, disgust plainly evident in her tone .
"Ewwww! Why is there a frog that big!?!"
As the others move in to attack, she shakes off the momentary revulsion and acts.
Moving to close the distance, she strikes out with Blackerly's looted blade.
Mwk. Longsword Attack (2 Hand – Power Attack): 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Threat! Confirm?: 1d20 + 5 ⇒ (17) + 5 = 22
Crit Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Actions:
Move Action: Move 30 feet.
Standard Action: Attack with Longsword.
Current Status: HP 11/12, Temp HP 0/2, Bloodrage 6/13 Rounds Remaining
Current Buffs: None
Conditions: None

Wocket Daergle |

Wocket steadies the lantern, trying to lend Charmaine some shadows, and draws static into her free hand, hurling a twisting bolt of electricity through the clear window between her allies.
Electricity Ray (RT): 1d20 + 4 ⇒ (16) + 4 = 20 Possible -4, see spoiler
Damage: 1d6 ⇒ 2
Would I have the -4 penalty for firing into melee if I'm aiming at the south-west corner of the toad?

GM Taliesin |

Silarsha runs up and slices the toad open. There is an instant where the poor creature realizes it chose the wrong prey and tries to retreat back to the pools, but that only makes Silarsha's cut worse, and the creature collapses before it can escape.
Heverly, go ahead and make a total of four Fortitude Saves. DC is 14 for all of them, if you make one, the poison condition ends.
2nd Failure: 1d2 ⇒ 2 Wisdom Damage
3rd Failure: 1d2 ⇒ 2 Wisdom Damage
4th Failure: 1d2 ⇒ 2 Wisdom Damage
Edit: That should be fine, but also, not necessary, so if you want to keep it for now, you're welcome to. Or you could put it out of its misery.

Heverly |

1st Fort Save: 1d20 - 1 ⇒ (4) - 1 = 3 1 damage (9 Wis)
Spend a round trying to treat Poison: 1d20 - 1 ⇒ (4) - 1 = 3
2nd Fort Save: 1d20 - 1 ⇒ (12) - 1 = 11 2 damage (7 Wis)
3rd Fort Save: 1d20 - 1 ⇒ (19) - 1 = 18 SAVED
Heverly grabs at her head, feeling sick. She looks down, realizing that there is a problem, "I don't feel so good. Don't touch it!" She quickly tries to rub the slime off of her hand into the marsh, then sways for a moment before finally looking back up at the others. "Okay. I think I'm okay. But maybe Charmaine should lead from here."

Charmaine Trill |
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"I'm just gonna point Silarsha at all my problems from now on, ok?" Charmaine says with a sly smile. Kills something like that with a single swing of a sword? How the hell did they clap HER in irons?! For good measure, Charmaine stabs the toad once in its big, ugly face. After wiping any gunk off of her dagger, she sheathes it.
"Sure thing, you take a little rest now," she responds to Heverly as she gives her a playfully condescending pat on the hip.
________
I'm assuming we are just following the path we've already determined for ourselves, yes?

Silarsha Torvsdottir |

Her sword catches the giant toad dead on, slicing it's whole side open in a spatter of blood and gore. As it falls lifeless to the dirt, Silarsha immediately lets out a triumphant shout! "Yahhh-acckk" that suddenly sputters off into a gagging sound followed by spitting and more gagging.
She drops to her knees with tears in her eyes; coughing, spitting, and trying (mostly unsuccessfully) not to retch.
"Oh gods! I got frog guts in my mouth! Ewwww. Ewwww. Ewwww. This place is terrible! Terrible! I never should have come to this forsaken land!"
After a few more moments of this, she manages to get herself together.
"I hate this place."
Standing up, and wiping off her face, she realizes that Heverly has been injured in the fight.
Moving to stand next to her, she reaches out to help steady the Oracle.
"You're sure you are okay?"
To Charmaine she responds, "Thank you. My family taught me well. I'm not half the warrior my father is... er was.
Dammit.
I'd think we stay the course

GM Taliesin |

You continue down the road for another half hour, though it sometimes feels much longer. After escaping the prison, surviving the monstrous Lashtongue and crossing the moors with guard patrols surely somewhere behind you, finding the house on the Old Moor Road pales beside your other accomplishments. As promised, a lonely lantern burns in the upper story. The place otherwise shows little sign of habitation. Old but well-appointed, the house is large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or indicates a sanctuary. Still, it is your destination. Where will you go if not here? You have an appointment to keep. Best not to keep your nameless benefactor waiting. . .

Talia Rensong |

As the massive frog creature jumps into their path, Talia begins to gather earth from their surroundings for an attack - only the readily available earth is sticky, amorphous mud that is slower to obey. She watches in relief as fire, electricity, and steel come together to quickly slaughter the threat. She sees Heverly's reaction to the slime and makes a point of taking a wide path around the frog's corpse. Talia also makes a point of walking alongside her as they continue onward, watching for any sign of the poison's resurgence.
When they reach the house, Talia quietly asks, "That lantern's the sign, yes? Did our benefactor tell us to just knock, or what?"
_____
Sorry to miss all the action; had an unusually busy day at work that kept me from checking at the usual times. Still, all's well that ends well. Mostly well, anyway - shame about the WIS damage, Heverly.

Charmaine Trill |

And just like that, we are here... "Yeah, Heverly were there any directions beyond just getting here? We don't know these people, I think it would be wise to take some level of caution getting in there. Waltzing into a trap is NOT how this little escapade is going to end for me," Charmaine suggests as she pulls her dagger out, just to be safe.

Heverly |

Heverly looks up at the manor, Well, I can't say I expected something different. "There were nothing, just come to this manor. I think we just go up and knock." Heverly nods unsteadily and starts to make her way to the door. "Stay close and stay ready."

--Tiadora-- |

The door to the manor is just as large and imposing as the rest of the property. Despite this, you begin to approach. But before you can even reach the door, it swings open. Tiadora stands there to greet you, a beautiful, green-eyed woman in a diaphanous white gown that makes her look almost angelic. Despite her appearance, her mouth opens and her voice makes it clear she is no angel, "Dearest, you took long enough," she says, looking at Heverly without pity. "We were beginning to wonder if you'd ever make it. Oh, and you brought friends." Tiadora looks over each of you with a wry grin, until she finally looks at Grumblejack and glowers. "You seem to have gained a pet," she glances at the dog, "two of them in fact."

--Tiadora-- |

Tiadora laughs, "A friend, hah, you're nothing but a little monster." Tiadora puts all the disdain she can into the last word. "Just don't get in my way, little ogre, or you'll get a chance to meet a true monster."
After that, she turns back to the group. "The master commands all of you to appear before him," she pauses to give an exaggerated look at the dirt, mud and blood that clings to each of you, very obviously excluding Grumblejack from "all of you," "but before that you must be made presentable. Slaves" She claps her hands and a dozen young attractive men and women all wearing very traditional servant’s livery appear quickly, their heads bowed. “These people are our guests,” she commands imperiously. “See them to their rooms. I want them cleaned, dressed and refreshed. Quickly." There is something in that last word that makes it sound like a threat. Certainly the slaves take it that way, hustling to perform their duties, and lead you off to your rooms. "And maybe we’ll even find a place to cage up your pet ogre." Tiadora turns and walks off without giving any opportunity to speak or ask questions. She simply seems to assume compliance.

Grumblejack the Runt |

Grumblejack waits till Tiadora is gone, then bends down low to Charmaine as they are led off. He whispers in her ear, "Grumblejack no like her. One day, Grumblejack will eat Tiadora." He nods and stands up determinedly, but you can see he still watches the hallway as if she might come back.
You are all lead to separate rooms. Each room is spacious and comfortable. The servants are silent and efficient. There are fresh clothes perfectly sized for each of you laying on a large bed. There is wash basin with hot water on a stand, and a servant stands ready and waiting to assist you in your endeavors.